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Stats are values used in-game that determine how your character performs both in general and in specific situations. The majority of these values can be viewed with the Status window and are able to be increased with time and effort. However, there are also other figures that are visible elsewhere and are important to be aware of.
Stats are values used in-game that determine how your character performs both in general and in specific situations. The majority of these values can be viewed with the Status window and are able to be increased with time and effort. However, there are also other figures that are visible elsewhere and are important to be aware of.
This is the currently used stat system. Because The Mana World is currently using the Ragnarok Online Server Emulator eAthena as a server backend the game mechanics are identical to the online game Ragnarok Online. Note that this is only a temporary state. The game will switch to an unique stat system as soon as the [[Server development|new server platform]] is ready.


==Player Information==
==Player Information==
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===Mana Points===
===Mana Points===
Mana points, or ''MP'', represent the amount of magical energy you have. Using magic spells drains your mana points. Your maximum Mana points are increased by your Intelligence level. If you do not have more than half of your weight capacity in your inventory, your Mana Points will come back naturally, just like Healph Points.
Mana points, or ''MP'', represent the amount of magical energy you have. Using magic spells drains your mana points. Your maximum Mana points are increased by your Intelligence level. If you do not have more than half of your weight capacity in your inventory, your Mana Points will come back naturally, just like Health Points.
 


==Leveled Stats==
==Leveled Stats==
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'''About Status Points:'''
'''About Status Points:'''


* At each Base Level you gain a number of Status Points. These points can be used to improve your 6 main Stats. The number of points gained at each Base Level can be calculated as [BaseLevel/5] + 2.
'''Note'''
All divisions ( / ) in TMW are integer divisions (quotient).
 
* At each Base Level you gain a number of Status Points. These points can be used to improve your 6 main Stats. The number of points gained at each Base Level can be calculated as [(BaseLevel+14)/4]=[(BaseLevel+2)/4] + 3.
* The cost of improving a Stat increases as the Stat rises (the base amount only). The cost to increase a Stat by one can be calculated as [(BaseOfStat - 1)/ 10] + 2. For instance, if you have 29+3 Dex, then it will cost [(29-1)/10]+2 = 2+2 = 4 Status Points to improve it to 30+3.  
* The cost of improving a Stat increases as the Stat rises (the base amount only). The cost to increase a Stat by one can be calculated as [(BaseOfStat - 1)/ 10] + 2. For instance, if you have 29+3 Dex, then it will cost [(29-1)/10]+2 = 2+2 = 4 Status Points to improve it to 30+3.  


===Agility===
===Agility===
Raises your attack speed and your dodge.
Increases your attack speed and your dodge.
* +1 to Flee/Evade per point.
* Per point
* Increased attack speed per point (This is also based on the attack speed of the weapon you are using).
** +1 Flee/Evade.
** Greater attack speed (also based on the attack speed of the weapon you are using).


===Dexterity===
===Dexterity===
Raises your bow damage and your accuracy (minimum damage on hit).  
Raises your bow damage and your accuracy (minimum damage on hit).  
* +1 to Hit per point.  Note that the chance to hit a target is then reduced by (distance * (distance + 1)).
* Per point.
* Increased attack speed per point (This is also based on the attack speed of the weapon).
** +1 Damage; note that the chance to hit a target is reduced by (distance * (distance + 1)).
* +1 base damage per point for missile weapons.
** +1 Base damage for ranged weapons.
* A bonus of (Dexterity/10)^2 for missile weapons (such as bows).
** +1 Minimum damage for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. The max. and min. values become the same).  
* +1 base damage per 5 points for melee weapons.
** +0.15% Critical damage chance for melee weapons.
* +1 minimum damage per point for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. The max. and min. values become the same).
** Greater attack speed (also based on the attack speed of the weapon).
* +0.15% critical chance for melee weapons per point of dexterity
* Per 5 points.
** +1 Base damage for melee weapons.
* Per 10 points.
** A bonus of (Dexterity/10)^2 for ranged weapons (such as bows). Note that (Dexterity/10) is truncated so that this bonus only changes every 10 points of Dexterity.


===Vitality===  
===Vitality===  
Raises max health points and Defense.  
Raises max Health Points and Defense.  
* +1% to max health points per point.
* Per point
* +0.8 weapon Damage reduction (defensive) per point.
** +2% Healing items effect increased.
* Healing items effect increased by +2% per point.
** +1% Max Health Points.
* Every 5 full points of Vitality increases health points recovery power by 1.  This affects both healing by resting and healing by heal-over-time items.
** +0.8 Weapon Damage reduction (defensive).
* For monsters, there is a bonus to damage reduction.
** Bonus to damage reduction by monsters.
* There is a hidden bonus of +1 Intelligence style Magic Defense per 2 points (currently not used in TMW).
* Per 2 points
** There is a hidden bonus of +1 Intelligence for Magic Defense style (currently not used in TMW).
* Per 5 points
** +1 Health Points recovery. This affects both healing by resting and healing by heal-over-time items.
* If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison.
* If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison.


===Luck===  
===Luck===  
Raises max lucky dodge.  
Raises max lucky dodge.  
* +1 base damage per 5 points of luck for missile and melee weapons.
* Per point
* +0.2% critical chance per point of luck.
** -0.3% Enemy critical chance.
* -0.3% enemy critical chance per point.
** +0.2% Critical chance .
* +0.1% "lucky" dodge chance (the right hand part of your evade value) per point of luck (starting at 1% with 0 luck).
** +0.1% "Lucky" dodge chance (the right hand part of your evade value, starting at 1% with 0 luck)
* 3 + (Vitality + (Luck / 3)) % chance of resisting poison.
* Per 5 points
** +1 Base damage for ranged and melee weapons.
* 3+(Vitality + (Luck/3)) % Chance of resisting poison.


===Intelligence===
===Intelligence===
Raises your MP (Mana Points) and mind abilities.  
Raises your MP (Mana Points) and mind abilities.  
* +1 Base Magic Attack per point.
* Per point
* +1% to Max MP per point.
** +2% MP Recovery items effect.
* MP Recovery items effect increased by +2% per point.
** +1% Max MP .
* Every 6 full points of Intelligence increases MP recovery power by 1 and past 120 Intelligence, every 2 Intelligence points gives a bonus to MP recovery power of 1.
** +1 Base Magic Attack.
* A bonus to min. magic attack.
** +1 Base Magic Defense.
* A bonus to max. magic attack.
** +1 Spell damage reduction (defensive).
* +1 spell damage reduction (defensive) per point.
** A bonus to min. magic attack.
** A bonus to max. magic attack
* Per 2 points (past 120 Intelligence)
** +1 MP recovery power
* Per 6 points
** +1 MP recovery power


===Strength===  
===Strength===  
Raises your attack and damage of your hits.
Raises your attack and damage from your hits.
* +1 base damage per point for melee weapons.
* Per point
* A bonus of (Strength/10)^2 for melee weapons.
** +1 Base damage for melee weapons.
* +1 base damage per 5 points for missile weapons.
** +30 Carrying capacity.
* +30 carrying capacity per point of base Strength.
*Per 5 points
** +1 Base damage for ranged weapons.
*Per 10 points
** A bonus of (Strength/10)^2 for melee weapons. Note that (Strength/10) is truncated so that this bonus only changes every 10 points of Strength.


===See Also===
===See Also===
* [[Walkthrough#Raising your Stats|Raising your Stats]] on the [[Walkthrough]] page.
* [[Walkthrough#Raising your Stats|Raising your Stats]] on the [[Legacy:Walkthrough|Walkthrough]] page.


===References===
===References and Links===
* [http://rodatazone.simgaming.net/mechanics/stats.php RO DataZone]
* Calculator that goes past lvl 99 https://server.themanaworld.org/stats.html
* [http://ro.doddlercon.com/calc/calcx.html RO Stats Calculator] (do only change the Lvl, STR, AGI, VIT, INT, DEX, LUK values!)
* [http://ro.doddlercon.com/calc/calcx.html RO Stats Calculator] (do only change the Lvl, STR, AGI, VIT, INT, DEX, LUK values!)
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'' 'This article is under construction' ''
The concept of the features described here are still under construction. The information for this wiki will be for the server.themanaworld.org server in the very near future, so expect changes.  The link to the legacy server (above) has the older wiki on it. Therefore, this wiki may seem incomplete or confusing for a little while. Please be patient, and look forward to the great changes!
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Latest revision as of 23:38, 31 January 2023

This article contains information for players or people interested in playing The Mana World rEvolt. If you're interested for the Classic game, please go to the Classic portal.

This article is for reference purpose

The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.


Stats are values used in-game that determine how your character performs both in general and in specific situations. The majority of these values can be viewed with the Status window and are able to be increased with time and effort. However, there are also other figures that are visible elsewhere and are important to be aware of.

Player Information

Health

Health or HP is an value that determines how much damage you can take without dying. Damage in battle as well as damage over time from poison. Both reduce your current health while potions and magic are able to restore your health. Once your character's health reaches 0, your character will die. Your current health is also naturally restored over time, although this may be influenced by your current weight (see below). It is important to note that your maximum health is connected to your Vitality level.

Weight

Both items and players have "weight" statistics represented in grams and kilograms. In the case of Items, this is a static weight for each item type. For players, the weight is determined by the total weight of items in his or her inventory. Your current weight is 21kg plus 300g (0.3kg) per point of Strength. Your weight is important because as it reaches halfway, it can encumber you to the effect of keeping you from naturally restoring your health and mana.

Experience

Experience is a value that you accumulate both by killing monsters and completing certain actions or dialogues (usually quests). When you reach your displayed maximum experience, your Level will increase by one and your displayed experience will be reset. The maximum amount of experience required for you to reach the next level is progressively increased per your player level. The values for this increase are not calculated by a formula.

Level

Your player's level, as determined by your experience, is a mark of how much you have advanced. In particular, this is useful because each level increase grants you Character points. You are free to spend to increase your leveled stats. Some figures, such as maximum health, are automatically increased as your level is increased.

Mana Points

Mana points, or MP, represent the amount of magical energy you have. Using magic spells drains your mana points. Your maximum Mana points are increased by your Intelligence level. If you do not have more than half of your weight capacity in your inventory, your Mana Points will come back naturally, just like Health Points.

Leveled Stats

These stats can be raised with character points gathered from each player level increase. They are essential to advancing and surviving in the game world.

About Status Points:

Note All divisions ( / ) in TMW are integer divisions (quotient).

  • At each Base Level you gain a number of Status Points. These points can be used to improve your 6 main Stats. The number of points gained at each Base Level can be calculated as [(BaseLevel+14)/4]=[(BaseLevel+2)/4] + 3.
  • The cost of improving a Stat increases as the Stat rises (the base amount only). The cost to increase a Stat by one can be calculated as [(BaseOfStat - 1)/ 10] + 2. For instance, if you have 29+3 Dex, then it will cost [(29-1)/10]+2 = 2+2 = 4 Status Points to improve it to 30+3.

Agility

Increases your attack speed and your dodge.

  • Per point
    • +1 Flee/Evade.
    • Greater attack speed (also based on the attack speed of the weapon you are using).

Dexterity

Raises your bow damage and your accuracy (minimum damage on hit).

  • Per point.
    • +1 Damage; note that the chance to hit a target is reduced by (distance * (distance + 1)).
    • +1 Base damage for ranged weapons.
    • +1 Minimum damage for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. The max. and min. values become the same).
    • +0.15% Critical damage chance for melee weapons.
    • Greater attack speed (also based on the attack speed of the weapon).
  • Per 5 points.
    • +1 Base damage for melee weapons.
  • Per 10 points.
    • A bonus of (Dexterity/10)^2 for ranged weapons (such as bows). Note that (Dexterity/10) is truncated so that this bonus only changes every 10 points of Dexterity.

Vitality

Raises max Health Points and Defense.

  • Per point
    • +2% Healing items effect increased.
    • +1% Max Health Points.
    • +0.8 Weapon Damage reduction (defensive).
    • Bonus to damage reduction by monsters.
  • Per 2 points
    • There is a hidden bonus of +1 Intelligence for Magic Defense style (currently not used in TMW).
  • Per 5 points
    • +1 Health Points recovery. This affects both healing by resting and healing by heal-over-time items.
  • If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison.

Luck

Raises max lucky dodge.

  • Per point
    • -0.3% Enemy critical chance.
    • +0.2% Critical chance .
    • +0.1% "Lucky" dodge chance (the right hand part of your evade value, starting at 1% with 0 luck)
  • Per 5 points
    • +1 Base damage for ranged and melee weapons.
  • 3+(Vitality + (Luck/3)) % Chance of resisting poison.

Intelligence

Raises your MP (Mana Points) and mind abilities.

  • Per point
    • +2% MP Recovery items effect.
    • +1% Max MP .
    • +1 Base Magic Attack.
    • +1 Base Magic Defense.
    • +1 Spell damage reduction (defensive).
    • A bonus to min. magic attack.
    • A bonus to max. magic attack
  • Per 2 points (past 120 Intelligence)
    • +1 MP recovery power
  • Per 6 points
    • +1 MP recovery power

Strength

Raises your attack and damage from your hits.

  • Per point
    • +1 Base damage for melee weapons.
    • +30 Carrying capacity.
  • Per 5 points
    • +1 Base damage for ranged weapons.
  • Per 10 points
    • A bonus of (Strength/10)^2 for melee weapons. Note that (Strength/10) is truncated so that this bonus only changes every 10 points of Strength.

See Also

References and Links

'This article is under construction'

The concept of the features described here are still under construction. The information for this wiki will be for the server.themanaworld.org server in the very near future, so expect changes. The link to the legacy server (above) has the older wiki on it. Therefore, this wiki may seem incomplete or confusing for a little while. Please be patient, and look forward to the great changes!